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Metallic Red

by Riaz Moola

(based on 21 ratings)
Estimated play time: 1 hour (based on 6 votes)
Members voted for the following times for this game:
6 reviews20 members have played this game. It's on 4 wishlists.

About the Story

Wake from uneasy dreams. Float within the mist created by the low flow shower head in the bathroom of your inter system capable Personal Space Vehicle. Tend to the Japanese greens in the hydroponics array. You have everything you need to sustain you. Look into the mirror and tell me who you see.

An atmosphere focused science fiction journey with elements of esotericism.

No wrong choices, no way to fail.

Awards

Ratings and Reviews

5 star:
(2)
4 star:
(14)
3 star:
(5)
2 star:
(0)
1 star:
(0)
Average Rating: based on 21 ratings
Number of Reviews Written by IFDB Members: 6

3 Most Helpful Member Reviews

2 of 2 people found the following review helpful:
Day after day, floating through space, September 16, 2024*
Related reviews: about 1 hour

Being alone or in a small group in space is a classic story setup. Even before space people did it with ships, like Robinson Crusoe or Swiss Family Robinson. Movies like The Martian or Gravity, podcasts like Vast Horizon or Wolf 359 or Girl in Space, and IF games like Protocol or Seedship all deal with isolation in space.

To me, that says that there's something about the experience that satisfies some primal human urge for self-evaluation and discovery, like a spiritual quest to understand yourself. In this game, **Metallic Red**, you float through space, tend a garden, communicate on the internet, order packages, and get into Tarot; a very 2020 kind of life.

The gameplay is split into days, with a typically day consisting of browsing the web, checking your plants, and sleeping with strange dreams. It changes quite a bit by the end of the game.

The tone of the game is melancholic and isolated, with themes of change, loss, and growth. It is well-put together; the only thing that looked like a bug was a possibly repeated conversation.

I'm not sure whether the game was structured around a certain set of themes or if it was built around this character and just imagining what life would be like for a person. I wonder if it's the latter because (Spoiler - click to show)someone being raised religiously then becoming depressed as an adult, leaving the religion, and getting into gardening and tarot is such a universal experience that I know 2 or 3 people personally who have done it and dozens more online. So this could just be a way to take a universal experience and put it into space.

In any case, I liked this story. State isn't really tracked; you can use a chapter select to hop from part to part. I forgot one of the instructions during a cooking segment and couldn't figure out how to get out of it for a while, but I found that part satisfying.

* This review was last edited on October 16, 2024
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Cosy sci-fi in an intriguing world, May 10, 2025
Related reviews: IFComp 2024

An excellent cosy sci-fi game, albeit one that ended on a sudden note. You play as a lone captain of a spaceship, spending your days tending the ship and browsing the internet. I love atmosphere here, the slow life of an old but well-loved ship, the repetitive daily routine. Especially love the internet pages, glimpses of a society that, despite being in space, feel so human and similar to our own. People are still arguing about the superstition against buying your own first tarot deck!

The incorporation of the occult and tarot in general, but transformed into a more sci-fi lens. The tarot deck that can project card meanings, ritualised electric lighting. It's very cool and I'd love to see more of it.

“I want to see more of it,” is my main comment about this game in general. I like the second half of the game, which had the same great writing and atmosphere as on the ship, but it left me with many questions. We get a lot of tantalising details about the backstory here — the cult (?), the protagonist's relationship with their father, and why they want to leave. I expected more of an explanation, and the way it left off was a bit unsatisfying.

What we do have here is really enjoyable, though — I'll keep an eye on it if it ever gets an update or an expansion.

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Blinking while Eyeing the Prize, February 8, 2025
Related reviews: IF Comp 2024

Adapted from an IFCOMP24 Review

Verisimilitude is a great word. All those 'i’s in a row, playfully bookended by complementary phonics, they really sing, don’t they? It’s also kind of a holy grail in fiction, Interactive or otherwise. Which, on the surface, why? Why do we care? Certainly fairy tales, to pick one example, don’t give a flip about realism but obviously have staying power. But are they highly regarded? Eh… At its core, stories thrive on reader empathy, the ability to vibe with the piece on some fundamental emotional level. All too often though, intellect is the cold gatekeeper to our vulnerable emotional core. “Well, no one could clear the DMV that quickly therefore the rain kiss is invalid AND I NEED NOT CRY.”

Stories that effectively bat aside that self-important intellect succeed more than ones that don’t, and succeed MUCH more than ones that try to engage that intellect and fall short. Intellect just luuurves finding fault, that jerk. As a side note, intellect is powerless against ambiguity. Details left unexplored may create a chorus of background questions, but as long as the story doesn’t engage those questions the best intellect can do is whine in the distance. Give it concrete details though, and hoo boy it will go ham on them.

Is there anything more satisfying than watching a bully get his comeuppance? As dickish as intellect can be, a work that beats it at its own game? *chefs kiss* Man, does Metallic Red give it a drubbing, and it is glorious. This work opens as a solo space flight, where gameplay is clicking through the mundane but crucial tasks of keeping alive and sane in a tiny box hurtling through the unforgiving void. Choice-select is a great paradigm here. There are things that MUST be done, that the protagonist is well familiar with, and choice-select steers things in a totally acceptable way. You don’t really have a choice not to maintain your hydroponic garden because… death. If all it did was cycle the player through the amazingly well-conceived routine that would be enough. Where it augments those details with communications and external interactions it goes to a next level.

One of the harder things an author engaging verisimilitude needs to accomplish is convincing external communications, each with a purported unique fictional author. These communiques must SOUND like different people, not extensions of the narrator. As compelling as the daily routine was conceived, every interaction the protagonist has with the outside world is delightfully, amazingly, of its own voice and cadence. I have not seen this level of schizophrenia employed so effectively.

Then there were the dream sequences. The graphic presentation changes during these, which is always a welcome touch for me. More importantly, the dreams FELT like dreams. They were wildly diverse, and even when reflecting backstory and background did so in a convincingly dream-logic way, rather than the stealth flashback/infodumps these things can often be. Mostly. I was actually gleefully forming this thought as I played when one dream, culminating some accumulating hints, was basically an unadorned flashback/infodump. Damn you work, you let intellect up off the mat during the count! Fine, one misstep, in the face of everything else I can forgive that.

I really cannot overstate how well conceived and written this early gameplay was. I could have spent a full two hours just banging about the spaceship, so immersively seamless was its rendition. It was magnetic. Some delightful samples which are only a flavor, and may make more sense in context:

“chard: due to its tolerance for hydroponic growing methods.” [As a hydroponic hobbyist I can attest to chard’s unholy growth rate. I laughed out loud at “chard sphere.”]
"It’s not that you admire the past, more that you prefer to own things that can be taken for granted. "
“Bon Voyage? More like Bone Adios!”

Eventually, we segue to a more plotty, ‘explore your surroundings in service of a low key dramatic arc’ sequence. This part was no less well conceived than the first, but because gameplay paradigm shifted, the feel also shifted. Less premium was placed on verisimilitude, and more on narrative momentum. It is only slightly less accomplished at this, which couldn’t help but be deflating. Not a lot, just a little. In particular, the decision to put (Spoiler - click to show)a fiddly cooking puzzle inline to the plot really slowed things up for no reason. More importantly though, it felt like the emotional impact was missing.

This work battered, just crushed intellect in a thoroughly satisfying way. Yet, with unfettered access to emotion, it never quite engaged. Part was, I think, the slow drip of background that tried to build towards it. In addition to being overshadowed by the day-to-day details, it also presented as a cerebral ‘what is going on here?’ puzzle. Its solution then, when revealed, was more brainy than hearty. Another element was the details the work chose to share with us. We focused a lot on the protagonist’s (Spoiler - click to show)dissatisfactions and estrangement but not so much on their (Spoiler - click to show)initial religious engagement. By only giving us a one-sided view of the protagonist’s core dilemma, we don’t really appreciate the depth and drama of the final choice, no matter what the narrative belatedly tells us.

I’ve said enough on that. As a letdown, it was slight. The accomplished first half engaged me fully on the power of its writing and well thought out setting. The POWER of it was thrilling. It built such a good will that I was engaged through its breadth, even if the dial flickered a bit.

Shocking final twist: the denouement revealed that this work was a draft. ARE YOU KIDDING ME, A DRAFT??? Something this accomplished, this compelling, this well conceived, this is the FIRST PASS of the author’s brain? With that kind of intellectual ability, WHY AREN’T YOU CURING CANCER, AUTHOR??

Played: 9/16/24
Playtime: 45m
Artistic/Technical ratings: Engaging/Mostly Seamless
Would Play After Comp?: No, but likely to seek out rest of series

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Game Details

Language: English (en)
First Publication Date: September 1, 2024
Current Version: Unknown
Development System: Twine
IFID: C46F9332-06A1-47E0-8D6D-79F700724FCE
TUID: 7xnww9qytmqi2xas

Metallic Red on IFDB

Polls

The following polls include votes for Metallic Red:

Outstanding Science Fiction Game of 2024 by MathBrush
This poll is part of the 2024 IFDB Awards. The rules for the competition can be found here, and a list of all categories can be found here. This award is for the best Science Fiction game of 2024. Voting is open to all IFDB members....

Outstanding Surreal Game of 2024 by MathBrush
This poll is part of the 2024 IFDB Awards. The rules for the competition can be found here, and a list of all categories can be found here. This award is for the best Surreal game of 2024. Voting is open to all IFDB members. Suggested...

Outstanding Debut 2024 by MathBrush
This poll is part of the 2024 IFDB Awards. The rules for the competition can be found here, and a list of all categories can be found here. This award is for the best game of 2024 by a new author. Voting is open to all IFDB members....

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